Either I'm missing something or LoS mechanics are intrinsically flawed "as written" in the cases where it's checked between units at different heights with an obstacle between them. "As written" it only makes sense when checking from an attacker at a higher position than the target, which will have the opposite effect when checked from the lower position...
e.g. Using the example given on page 56, LOS Figure 09, but shooting from the lower position, from 3 hexes away from the woods, according to the rule, the Blind Spot would be 3 hexes (the distance between the attacker and the blocking hex), starting immediately behind the blocking hex, meaning that the Russian tank on the hill would be in the Blind Spot, hence out of LoS, whereas if the LoS was checked from this unit (when he is the attacker), and since he is only two hexes away from the woods, it would create a 2 hex blind spot behind the woods and thus would have the tank 3 hexes behind the woods at 0 height in plain LoS.
Obviously we could use the reciprocity rule that states if one unit has LoS to it's target so it's target will have LoS to it, BUT this wording creates a obvious conundrum, and really needs to be revised so that the makes sense and can be applied without issues from either position, as Blind Spots work in a fundamentally opposite way when you are at a higher or lower position and closer or further apart from the blocking terrain. e.g. from the lower position the closer you are to the blocking terrain the closer the target needs to be to have a LoS to it, and the farther from the intervening, blocking terrain, it is the further beyond the blocking terrain it can have LoS to, meaning it actually works in the opposite way of the rules as written if I'm seeing things right, and thus it should read something like "(...) when the unit shooting occupies the lower position the blocking hex creates a Blind Spot along the LOS, starting X hexes behind the blocking hex equal to the distance from the attacker to the blocking hex." e.g. a shooting unit, at height 0, 1 hex away from an intervening Blocking Hex wouldn't be able to shoot at any target since the blind spot would start 1 hex behind blocking terrain, whereas a unit 3 hexes away from the same blocking terrain would have it's blind spot starting 3 hexes behind the blocking hex, hence would be able to shot at units 1 or 2 hexes behind the blocking terrain.
This would affect also the following mechanic (shooting between units where either is two or more levels higher than the blocking obstacle height). My solution would ADD/REMOVE 1/height differential to the Blind Spot distance, in the cases of units shooting from lower to higher positions and higher positions to lower respectively. e.g. a unit shooting from height 0, 3 hexes away from woods (height 1) at a target at height 3 would be able to trace LoS up to 3 hexes away from the woods, since the Blind Spot would only start 4 hexes away (3 from the distance from the shooter to the woods + 1 from the 2 height difference between the target unit height and the blocking hex height). In the opposite direction, a unit shooting from a Height of 3, 2 hexes from the intervening woods (height 1), would have a Blind Spot of 1 hex starting behind the woods (2 from the distance from the shooter to the blocking woods - 1 from the 2 height differential).
Is my reasoning sound or am I missing something?